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bool |
bAdjustNormalmaps |
If enabled, exported normalmaps will be adjusted from Unreal to glTF convention (i.e. the green channel is flipped). |
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EGLTFMaterialBakeMode |
BakeMaterialInputs |
Bake mode determining if and how a material input is baked out to a texture. |
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bool |
bExportAnimationSequences |
If enabled, export single animation asset used by a skeletal mesh component. |
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bool |
bExportCameras |
If enabled, export camera components. |
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bool |
bExportClearCoatMaterials |
If enabled, materials with shading model clear coat will be properly exported. |
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bool |
bExportClothMaterials |
If enabled, materials with shading model cloth will be properly exported. |
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bool |
bExportEmissiveStrength |
If enabled, allows materials to have an emissive factor that exceeds the standard range [0.0, 1.0]. |
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bool |
bExportHiddenInGame |
If enabled, export actors and components that are flagged as hidden in-game. |
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bool |
bExportLevelSequences |
If enabled, export level sequences. |
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bool |
bExportLights |
If enabled, export directional, point, and spot light components. |
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bool |
bExportPreviewMesh |
If enabled, the preview mesh for a standalone animation or material asset will also be exported. |
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bool |
bExportProxyMaterials |
If enabled, materials that have a proxy defined in their user data, will be exported using that proxy instead. |
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bool |
bExportSourceModel |
If enabled, exports the SourceModel. If false, exports the Render Data. |
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bool |
bExportSpecularGlossinessMaterials |
If enabled, materials using the Importer's SpecularGlossiness material function will be exported. |
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bool |
bExportTextureTransforms |
If enabled, export UV offset and scale/tiling used in materials. |
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bool |
bExportThinTranslucentMaterials |
If enabled, materials with shading model thin translucency will be exported. |
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bool |
bExportUnlitMaterials |
If enabled, materials with shading model unlit will be properly exported. |
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bool |
bExportVertexColors |
If enabled, export vertex color. |
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bool |
bExportVertexSkinWeights |
If enabled, export vertex bone weights and indices in skeletal meshes. |
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bool |
bIncludeCopyrightNotice |
If enabled, the copyright notice from project settings will be included as metadata in the glTF asset. |
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bool |
bMakeSkinnedMeshesRoot |
If enabled, make skeletal meshes into root nodes to strictly comply with the glTF specification. |
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bool |
bSkipNearDefaultValues |
If enabled, floating-point-based JSON properties that are nearly equal to their default value will not be exported and thus regarded as exactly default, reducing JSON size. |
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bool |
bUseImporterMaterialMapping |
If enabled, materials imported with the Interchange-glTF importer will be directly mapped for the Exporter. |
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bool |
bUseMeshQuantization |
If enabled, use quantization for vertex tangents and normals, reducing size. |
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TMap< EGLTFMaterialPropertyGroup, FGLTFOverrideMaterialBakeSettings > |
DefaultInputBakeSettings |
Input-specific default bake settings that override the general defaults above. |
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int32 |
DefaultLevelOfDetail |
Default LOD level used for exporting a mesh. |
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TEnumAsByte< TextureFilter > |
DefaultMaterialBakeFilter |
Default filtering mode used when sampling the baked out texture. |
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FGLTFMaterialBakeSize |
DefaultMaterialBakeSize |
Default size of the baked out texture (containing the material input). |
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TEnumAsByte< TextureAddress > |
DefaultMaterialBakeTiling |
Default addressing mode used when sampling the baked out texture. |
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EGLTFMaterialVariantMode |
ExportMaterialVariants |
Mode determining if and how to export material variants that change the materials property on a static or skeletal mesh component. |
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float |
ExportUniformScale |
Scale factor used for exporting all assets (0.01 by default) for conversion from centimeters (Unreal default) to meters (glTF). |
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EGLTFTextureImageFormat |
TextureImageFormat |
Desired image format used for exported textures. |
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int32 |
TextureImageQuality |
Level of compression used for textures exported with lossy image formats, 0 (default) or value between 1 (worst quality, best compression) and 100 (best quality, worst compression). |